Cosmetically Different Sides: There are only slight variations between weapons. The only large differences are flame turrets for the Empire and sonic ones for Consortium, and how each side extends it's power grid: Imperial Relay Towers have unlimited range but must have line-of-sight to other Towers, while Consortium Wireless Repeaters have much shorter range, but can transmit through solid objects.

Emergency Weapon: All classes are armed with a pistol for backup. It can deal surprisingly high damage in the right hands.

Enemy Detecting Radar: Building a radar tower will cause enemies in range to show up on friendly radar screens, while also enabling turrets to shoot at cloaked stealths within range.

Fire-Breathing Weapon: The NX-300 Flamethrower, used by Supports with the BBQ Kit. It lacks range, but is useful for holding areas and sowing confusion and chaos in enemy ranks.

Gatling Good: The weapon of the Exo's Suppression Kit. Incorrectly labeled a "Chaingun". His Lockdown ability makes the gun much more accurate then other uses of the trope, giving him unparalleled lethality at range. The machine gun turrets also have gatling-style setups.

Sentry Gun: All over the place. These are the commander's offensive and defensive weapons, as he does not have direct control of the troops. They're critical for defending areas and holding the frontlines if troops need to retreat to heal and resupply.

Tech Tree: The commander can and should research upgrades for the troops, perhaps most importantly the "Advanced Kits" upgrade, which among other kits enables access to Exo siege weapons- critical for advancing into enemy lines.

You Require More Vespene Gas: Resources for the commander to build, upgrade and repair are generated by resource points, found throughout each map. There are three sizes: Tertiary (Many, small resource amount) Secondary (Much fewer, more resources) and Primary. (Only one on each map, lots of resources)